Lander 150 Scores appear at the lop ol the screen.
The score lor Player 1, or a single player, is
on the left, the score lor Player 2 is on the
■aTJ right. How many lives and Smart Bombs
fl Mutant iSO Defender has left is displayed above the
* Al the end ol each ol the Hist five waves,
Swarmer 200 you score 100 bonus points lor each
surviving humanoid, multiplied by the
p....,., OfV\ number ol the wave At the end of each
wave thereafter, you score 500 bonus
points for each surviving humanoid. Tho
Bomber 250 wave number and tho number ol bonus
points appear in the center of the screen.
Any humanoid you're carrying returns to
Pod 1000 *****»*-
Humanoid Rescue Mission
150 points for each Lander plus;
Humanoid falls and lives 250 pts.
Caught but not brought back 500 pts.
Caught and brought back . .... - 1000 pts.
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1 of the Area
1983 Alau. tat All i.ul.u 1
•d Puttied m U5A
THE DEFENDER OF WORLDS!
INSERTING THE CARTRIDGE
1. Make sure alpha-lock key is in the UP position.
2. Insert the Defender cartridge.
3. Power on the TI Home Computer.
4 Game Selection screen will appear.
Plug the joystick into the joystick port. Using this one device, you
can thrust, reverse, and change Defender's altitude — giving you
unmatched Ireedom ol the skies as you battle the invaders. Press
the fire button to fire missiles.
The options for game selection are as follows:
One player, easy
One player, hard
Two players, easy
Two players, hard
Press + (plus) key to display options one at a time to make your
Press fire button on joystick #1 to start game.
GAME PLAY KEYS, active during game play.
The + (plus) will end game and return to option screen.
The 'P* key is used to temporarily pause game play. Pressing 'F
again resumes game play
The space bar is used to activate a smart bomb which destroys all
aliens on the screen.
Any other key causes the Defender ship to hyperspace to a
random location somewhere in the playfield.
Upon complete destruction of player's Defender ships, the game
end screen is displayed for five seconds. After which the game is
displayed. During the game end screen the fire button can be
pressed to cause the game option screen to appear immediately.
1. Fly low. Good DEFENDER players sel-
dom ily more than two inches above the
planet, in order to protect their
2. Mutants are not as hard to destroy as it
might appear. Thrust, then reverse
direction and adjust your height simul-
taneously, and fire,
3. Listen to the game sounds. Most of the
time you'll hear a hu ma no id cry for
help before you see it. Use the Scanner
to find it. Try playing DEFENDER using
the Scanner alone a few times lo get a
good idea of how it works,
A. You can carry a humanoid around with
you so that the aliens can never destroy
all ten of them without destroying you.
Bui if you touch the planet, the huma-
noid will immediately jump free.
5 Use Smart Bombs only in extreme
emergencies, or if there are enough
aliens on the screen to push you past a
10.000 point mark.
6 Wimn you're thrusting, move up and
down and fire continuously to sweep
your area clean.
7. Aliens become confused il you quickly
reverse twice, giving you time to blast
Your view-screen shows your immediate
area, but the Scanner at the top of the
screen shows a much wider view. The area
covered by your view-screen is bracketed
in the center of the Scanner, so you can see
what's happening to your right and left — a
crucial factor with ao many aliens around.
By using your Scanner you can tell which
kinds of aliens are where, and —more
important — which of your humanolds are
in danger. Humanolds and the dilferent
types ol alien ships are distinguished by
different colored blips.
Each of the alien ships has a dilferent
LANDERS, the first to appear, kidnap
humanolds and tire white charges.
BOMBERS lay mines to trap you — you
can't shoot mines, so you mUBt avoid them.
BAITERS appear if you take too long to
linieh oil a wave — they move faster than
Defender and fire white charges as they
home in on him.
MUTANTS - transformed humanolds
— are very dangerous. Once a humanoid
la lost to you, spare no effort in trying to
destroy il. They'll fly directly above or
below you (where you can't hit them) and
The POD is the most dangerous, because
when it's destroyed it releases Swarmers.
SWARMERS track you closely, so zap
them as quickly as you can.
All aliens except Landers con exit at the
bottom of the screen and emerge from the
top, or vice versa
You begin the game with ten humanolds.
When a humanoid is kidnapped, it cries
out for help. The Scanner is the fastest way
!o spot its position.
There are two ways of rescuing a human-
oid: either destroy Ihe Lander and let the
humanoid fall back to Ihe planet or
destroy the Lander, catch the falling
humanoid, and carry it back to the planet.
Letting the humanoid fall only works if it's
low enough lo fall safely, II the humanoid
falls safely, you score 250 points, plus 150
points for destroying the Lander. II the
humanoid dies, you score only Ihe 150
points for the Lander.
Catching a humanoid in midair is more
difficult and earns you more points. To
catch a humanoid, shoot the Lander and
maneuver Defender to touch the human-
oid, then carry it to the planet. This earns
you 1000 points, plus 150 for the Lander. If
you catch the humanoid but don't return it
safely, you still earn 500 points, plus 150
for the Lander.
II the Lander succeeds in carrying a
humanoid to the top of the screen, the
humanoid becomes a Mutant and returns
to attack Defender. When all ol the human-
oids become mutants, or are destroyed, the
planet explodes and vanishes You con-
tinue to play and score points. With every
fifth wave, a destroyed planet reappears
and all ten humanolds are replaced,